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Ryuhi

Ryuhi

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  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058164#Comment_3058164

    Thank you for the update. It's a load of poo though. It shouldn't be that hard to make some new pictures and have them replace survivor portraits when they're doing a different action. It already does that when they're hooked or when they're in dying state. Something as important as this should have been a priority but as usual, they just drag their feet like they did with keys after nerfing moris.

    the hard part is making certain killers not be completely useless with that information, like they are when going against swfs that have it. its just as much about balance as it is about asset production.

  • There is a massive game rebalance patch right around the corner. Its not really rebalancing anything, just replacing one meta with another.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058230#Comment_3058230

    It's perfectly straightforward. All those bonuses are applied to perks and prestiges that were earned BEFORE the patch. So you'll get your bonuses separately: achieved prestige levels * 2 + perk tiers prestiges. You cant get prestiges by perks and then somehow get prestiges by those prestiges.

    If you don't want to lose tons of your addons - just p0 lvl 50 your surv. That way you'll get 2 prestiges based on your perk tiers (i.e. p2 lvl 50) and you'll be able to p3 them right away after the update, without losing anything (except 20k tax).

    none of this even matters with survivors, because perks are the only truly important thing for them. its more for the killers that have been at p0 level 50 for years because they've needed to keep grinding addons to actually be viable. Thats why the math feels off, because they're going to be all over the place on how many perk tiers they have and many will not auto jump to p3 unless that bonus applies.

    Also remember, it didn't always give you 2 perks in high level blood webs. "old grind" isn't going to scale up properly compared to "new grind," just like was the case with legacy before that rework.

  • @thrawn3054 said:

    They are doing a very good job of killing my desire to boot up this game ever again.

    I think this is a big aspect of this conversation that doesn't get brought up enough. The Grind is a player retention tactic. Obviously bhvr wont call it that, because no self respecting company will when discussing their own business practices. Retention tactics aren't inherently bad though, they just open the doorway for bad practices. Part of the problem with the grind is that it is asymmetrical just like the roles, with both sides having different values within their grinds.

    Survivors want: perk unlocks. items, addons and offerings are bonuses.

    Killers want: perk unlocks, addons. offerings are bonuses.

    Survivors have less importance in each web, which means they will have a faster grind. And since survivors are basically just skins, they only need items/addons/offerings/whatever other bonus pretzels on a single survivor, while the rest can be p3'd and done and never have to be touched again. Since killers play so different AND their addons are far more important AND they're consumables, they will always require more grinding just by default. You only p3 and drop a killer if you never intend to play them again, otherwise you will have to continue to pump progress into them if only to restore your consumables.

    Survivors have consumables as well, but they only lose items if they die or otherwise leave them behind. Addons and offerings are the only true consumables, and they only have significant impact either with iridescents (addons) bully squads (map offerings) or to improve BP gains (BP offerings) everything else is clutter, but thats ok because their most important stuff is already over by then.

    All of that said, nothing about these changes makes most people want to do the grind, due to prioritization. If someone is a survivor main and never wants to touch killer ever, they can see the grind as just unlocking all perks for all survivors and it feels both managable and has linear progress. Due to how unimportant the other parts of their bloodweb are, the lack of linearity to things like items and addons is irrelevant. Hell, you can even make builds to farm items AND addons in each match without touching a single web. But the moment someone wants to play both sides, the weight of the Killer side becomes oppressive. It just drains all motivation knowing that every game you're taking 1 step back for ever few steps forward due to losing those addons and needing to directly spend more BP to replenish them through chance.

    Its just really hard to get excited about this stuff, and it usually only takes 1 or 2 games with little progress to just check out.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058116#Comment_3058116

    I'm glad they lowered it too and I agree with you as well that it should cost anything or at the very least 7k....what I was confused about was people still acting like it's the end of the world for 20k bp....

    you can have a bad game and get less than 20k. it takes an absolutely awful game to get less than 7k. and remember, the value of "you get to keep progressing" is manufactured since it did not exist before this update.

  • 40k with no bonus multiplier is less than 64k with a 1-2x multiplier to the rate of earning up to that cap. its an attempt at lessening the blow of BBQ/WGLF's bonuses, nothing more.

  • I still don't understand how the catchup mechanic and the prestige multiplier are supposed to work together. If my catchup from perk tiers is enough to bring me from p0 to p2, does that mean it'll take me to p2, or p6? Do i need to get rid of hundreds of addons to get p1 in order to automatically get brought up to p3+?

    why does this game never have straightforward math

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058171#Comment_3058171

    It’s like a fighting game parry on a massively easy mode. Imagine how broken Street Fighter would be with a 0.5 second parry.

    Its funny you mention that, because sf5 and sf6 literally have auto parries where you just hold it down and it will automatically parry everything until you let go. Also catch parries in many fighting games have active windows in excess of 10 frames, while 0.25 seconds at 60f is 15. Also fun fact, 15f is the exact amount of frames for the active parry window for small shields in dark souls 2 :)

  • The more I think about it, I think part of the reason why the BP for nothing thing feels so bad is because of the way that each web requires players to buy things they don't want to get to things they do want, or even just to complete the web. After spending 50 webs buying dozens upon dozens of things you see nearly zero value in, you're required to get actual zero value from a cost that is over 600% the cost of the least expensive node. How about this: have players sacrifice 3 items/addons/offerings of their own choice to the entity to move on to the next web instead? maybe even make it so it starts at 1 and goes up with each prestige?

    I don't care who you are and how versatile your builds are, everyone will have 3 things from among 50 webs they will not feel the need to hold on to, especially regarding offerings. Still requires a sacrifice of some kind to continue (and is even thematic!) but feels more like a refund for wasted BP than being forced to waste even more BP in a manner thats... even more wasteful.

  • @cburton311 said:

    Killers have literally lost their collective minds over this one perk. I think they will continue to complain about it, if there was literally 1 frame worth of time where it could work. This is going to be hard to comprehend, so I'll 'splain it real good. Here goes, Survivors are allowed nice things too.

    The value it can get far exceeds its exhaustion cooldown, as is the case with most exhaustion perks in general (hence their shared cooldown and its limitations on sprinting.) Dead Hard has always been a pain in the ass for so many killers because of how little skill was required in using it successfully, while also being on demand unlike any other exhaustion perks which usually have some limitation based on their tiles. It has always been an outlier for multiple reasons, and its skill floor was the thing that got hit the hardest. Many killers especially will realize how much of a difference these changes make when they start consistently punishing people for using the perk wrong, or just flat out stop seeing it at all. Its a very common phenomena in other genres like fighting games or mobas, people complain that nerfs aren't enough because they are thinking about the remaining max power, rather than what its new average use will look like.

  • the average human response time is generally 0.25 seconds (for audio it is often cited as a bit faster, between 0.15 and 0.2.) barring personal variations to that reaction time, perspective and latency are also factors than can affect that amount, leaving a very small window to be able to dead hard on reaction, with roughly 0.25 seconds between reacting to the sound at the start of a lunge or seeing the start of the animation while looking behind.

    its a pretty reasonable window, honestly. Its more for making reads now than it is for reacting, but the reaction window is both tight and yet still possible.

  • Dead hard is literally just a fighting game parry with a 40+ second cooldown that can only be used while injured now.

    Bhvr has two kinds of nerfs: gutting something completely, or buffing it to be even better than it used to be and thats somehow a nerf. Its kind of silly how dead hard especially went from one to the other during a single update.

  • like others have said, getting nothing for it is the big issue. if it was still 50k but i got one of each addon as killer it wouldn't matter at all. If you got one of each item and one addon per item as survivor it also wouldn't matter. the 20k is being used to just straight up lock you out from any further progression until the tax is paid, and you don't get a tax return in exchange. Those BP just vanish into the wind, and you are hardstuck until you pay it. You could argue that previously you would be stuck preventing progression if you refused to finish a bloodweb, but even worthless offerings or expired event nodes that no longer work are still more than literal nothing.

    Also don't forget, no more BBQ or WGLF bonuses, which would help tremendously with that specific tax. the cap might have gone from 32k to 40k, but it actually went from 64k with a 1-2x multiplier to 40k with no multiplier.

  • @QwQw said:

    I think Overcharge was a little over-nerfed, and the prestige rewards are still underwhelming, but aside from those things I think it's great.

    I would have rather they done something about its synergy with another perk that requires a recent paid dlc than nerf it in a way that basically requires said perk. especially considering the gen slowdown meta got gutted outside of this specific combo to begin with.

  • @MasterGS32 said:

    The thing you all don't get is: I am not talking about the occasional tunnel of one person out of the game because the killer is behind in hook states. I am talking about systemic tunneling. Killers that tunnel every single survivor regardless of the situation. That is what I have to come up against lately, almost every single match.

    That's why I know that it's not a me problem or a skill issue. Usually what I go up against is either systemic killers or killers that after I loop them for 2-4 gens, will camp me out of spite.

    As I said before, I am also a killer main and I somewhat understand the occasional tunnel when you are behind in hook states, but I don't get tunneling systemically or out of spite. That's my issue with the state of DBD right now.

    gonna be honest, if you're a killer main you wouldn't think running the killer for 2-4 gens would be them tunneling you out of spite, its them trying to get a 1v3 as fast as possible to make their map pressure more sustainable. especially since it could have been 80 seconds or less into the match at that point.

  • how about this: instead of just having the meme buildup to mori that is extremely impractical, make it so that her manifest flickering appears more erratic to survivors that have more stacks. If they're full? She flickers with maximum potency at all times to that survivor while manifested. They're already piss easy to get rid of and they played it super safe with her tv cooldowns, so it should be a more interactive level of threat. She can't even see exactly how many stacks people have, just a general idea less they're full or empty.

    Im sure there are better ideas but gotdang she needs something

  • @Johnny_XMan said:

    It’s not just you.

    It will plague this game until the devs do something about it. I’m not talking about a 5 second BT that acts like a bandaid.

    A lot of killers have been begging for more incentives to prioritize hooks over kills. This patch will be giving them even less.

    Don't expect any changes anytime soon.

  • He literally only needed instasaw backrevving to be removed. They salted the earth so bad even his animations make you feel drunk while trying to saw people.

  • I recomended this in a previous version of this topic, but offerings should be replaced with one for "outdoor" and one for "indoor" since some killers are designed to do better/worse in one vs the other. The specifics of whether you get, say, The Game or Lery's should be left to chance within that category. Very few maps are balanced 50/50 between killer and survivor, so picking specific maps is usually used more to ruin your opponents game than anything.

  • Fast enough to keep up with gens. Fast chases and faster gens is just as bad as long chases with unmoving gens. This is one of those balance perspectives that is nearly impossible to balance due to the sheer amount of variables involved, including the skill and efficiency of all players involved. For how op everyone thinks clown's pinky finger is, he can still lose 3-4 gens in as many chases very easily. Likewise the artist can force DMS on gens every single hook to slow things to a crawl making chase length have far less impact when a good chunk of gen time is denied. The variety in killer playstyles/powers/even just basic stats like move speed are all just one factor into the equation.

    Generally if 2-3 gens are finished when the first down happens, the gens are going far too fast for the pace of the match. likewise if someone dies or the killer has a nice catalogue of hooks and there are still 5 gens left, they're going far too slow for the match. There isn't really a universal answer, just a relative one within each match.

  • I actually like being able to take perspectives from Scott, Otz, True, and other similar streamers who have a lot of experience. Not because I take any of their words as infallible, but because they have different experiences and different perspectives. The big thing that separates the 4 and 5 digit+ hours players who play this game for a living is that they tend to have a lot of both theory and field testing that incorporate a lot of their opinions on a lot of aspects of the game. They are an extremely useful resource for a game's health, both from a development/balancing perspective as well as an educational one for players.

    The best part is that they don't always agree on everything while still having very solid arguments for many of their opinions within the game. They can outright disagree on things and have neither side be wrong, just having free radical variables that affect how they formulate their opinion. The sample set is a big part of why their arguments tend to hold more weight for this very reason: if you were comparing variables between 10/100/1000 matches, the larger the sample size the more possibility your perspective will adapt based on what is experienced over the set.

    If you have a situation where people can respectfully disagree while exchanging information formulated from their own well researched perspective, it creates a very healthy exchange of ideas. Its a refreshing change from "I dislike x so please change it"

  • @KolbyKolbyKolby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054540#Comment_3054540

    or i'll just open the door whenever I can and not do any of that, better for me that way

    ...and worse for your teammates. Im sure you'll appreciate when others do the same and immediately leave and let you get killed on your first hook because there's nobody left to make the save. or they open it immediately and stay, and either get trapped by BW or don't have enough time for everyone to heal up and make a bodyblock congo line to save you. Either way you're not making a very educated play if thats how one dimensional you perceive it.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054542#Comment_3054542

    Yeah, that's fair, but OP was worried about BW... hence the comment

    When you think about it, BW could have extremely strong synergy with the EGC timer, but the wild thing about 99ing gates is that it nullifies both at once as an action any player can do, which makes taking a perk for that situation that much more unappealing. Part of the reason BW is such a meme is because people are constantly countering its existence at the same time as they're prolonging the EGC timer. Otherwise you might see more endgame NWO/BW builds on killers with less gen defense/mobility.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/333699/why-do-people-open-up-gates-straight-away

    HA, HAHA... the killer running BLOOD WARDEN...😂😂😂😂, What a joke

    Honestly I think its more about the timer than blood warden. The EGC puts a limit on a lot of tactics like hook trading, so preventing it from starting as long as possible increases survival chances across the board. And if you're one of the people who thinks 99ing kills more than it saves, you can always 99 the exit and sit there waiting for the grizzly death defying chase to come and just tap the button and body block their way out.

  • @KolbyKolbyKolby said:

    I have died far, far more times to a 99'd gate than I have to bloodwarden. When you're injured and running for a gate, having to stop to open it because people think 99ing gates is the best strat gets you killed. I will always open gates now I simply do not care.

    you died to hoping the exit gate would be open even though you had zero evidence it was. More often than not, you'd even have evidence that it ISN'T open if there is no EGC. Instead of evaluating your routing and game sense, you're blaming other players. Work on that and you'll be in that situation less often.

    Even then, just bring dead hard and a antiseptic or any of the other second chances and you'll still win out. Even with the changes to conspicuous actions including the exit gate there will still be ways to endurance out the door after opening it if your timing and spacing are on point.

  • I still don't understand how 99%ing a gate ever "screws over the other survivors." Like yeah if there is a situation where the survivor needing to tap the exit for that 1% is the difference between them getting downed and escaping, thats unfortunate.... but why wasnt anyone else bodyblocking for them if its that close? why is nobody else waiting to throw the switch while the chase is leading there? Blaming other survivors for 99ing a gate but not opening it is ignoring all the other factors that are much more influential to the outcome. not only that, but if its not death hook they're going to be hooked relatively close to said exit gate, making a subsequent save that much easier (especially with no EGC timer active)

    99ing gates is the smart move because exit gates and their interaction with the EGC are currently designed quite poorly. If people can't play smart and sabotage their own chances thats on them, just like it is when someone opens the gate immediately and then goes for a basement save and/or forces hook trades. As long as perks like blood warden and the EGC itself exist, 99ing will almost always be the smarter play.

    On further consideration, i feel like most cases of 99'd gates "killing survivors" is actually just sour grapes concerning noed or instadowns in general. its the only time I can think of where survivors legitimately can't abuse endgame swarm tactics where the gate not being open could apply.

  • they should have just doubled the cap of each category when removing the bonus. Just let people earn more than 8k per category, 32k per game. That was arguibly the bigger point of the bonus in the first place.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043254#Comment_3043254

    How come it was bad in Friday? It seemed like a good addition.

    Because you can't control what comes out of people's mouths. You have to opt out and put yourself at a massive disadvantage (as coordination is now an expectation), or opt in and have to put up with the sheer enthusiasm that the nearby person getting chased is verbalizing. People ruin games enough as it is.

  • yeah it was one of the worst things in F13, i'm still blown away how many people want it here

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029953#Comment_3029953

    Camping doesn’t give free kills?

    So when A Huntress just holds her hatchet and waits to down someone that isn’t a free kill? What do you call that then? A Concenient kill?

    I did read through what you typed that is the whole reason I don’t agree. You are finding every little technicality you can with a perk, so if someone gets unhooked and then killer continues to chase that same person, they should keep DS. I mean if we believe in not wanting free kills, because everyone knows that just because you have DS means you escape by using it. It is very dependent on gate location, map RNG etc.

    Some killers could create unwinnable trades which is why the BT base was added and buffed with the haste. note: some. Others if there were 2 survivors going for the save could be forced into the body block shell game, which certainly removed the guaranteed aspect of the kill. was the situation still in the killer's favor? mostly, depending on what killer and how coordinated the survivors are. But against someone like pig its certainly not a free kill unless the survivors just give up on it or mess up badly.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029895#Comment_3029895

    "They literally gave you a buffed BT and OTR to use preventing tunneling mid game which I'm totally fine with during mid game btw. "

    Buffed BT is nothing. Sorry, it is 3 seconds more and a bit of Haste. You still are required to run BT if the Killer is camping. And I mean actual camping, before someone comes up and claims I would go for rushed Hook Rescues...

    The basekit BT is nothing When they teased it a few months ago I already said that it might be just a bad thing like 5 seconds at base. And what happened? 5 seconds at base. At least they did not rework BT into something entirely different like I feared.

    Off the Record --> Really, it is whatever. Off the Record can also be named DS, it is the same. Just that DS got kicked out of the Meta and OTR is in.

    But what people wanted were baseline changes to tunneling and camping. And those did not happen, since the 5 seconds are useless and the one Anti-Tunneling Perk (even if it is bad at Anti-Tunnel) just got replaced with another Anti-Tunnel Perk which you are basically required to run. I dont see any improvements.

    And sorry, but I can only think that BHVR likes to buff camping if they increase Gen Times but not Hook Time.

    https://forum.deadbydaylight.com/en/discussion/comment/3029893#Comment_3029893

    Added to what I wrote above:

    I call NOED lose/lose because you will either waste valuable time and dont reach Endgame OR get smacked with a 4% Movement Speed Instadown. You might be able to do 5 Totems in an SWF, but not when you are playing as Solo. Because you always have to keep in mind that your teammates might not be productive at all, so you basically have to do their work. And if you have 450 Generator-Seconds to do for 4 people, you are at around 112,5 Generator-Seconds for each Survivor.

    But once one of those Survivors does not do their Generator-Seconds, you are forced to do them for them. Last night I had a game where 2 Survivors were not touching a single Gen. How should I do 5 Totems as well in this situation? If I do the Totems (the Killer was not that good, so NOED was a possiblity, but it was a 2v1 so the Killer was doing fine...), there is even less people on Gens. And if I dont to Totems, I get smacked with NOED.

    And well, the Slowdown-Meta for Killers did not really change. While I think that Perks like PGTW and Ruin were mainly nerfed just to have other Perks in the Meta (similar to DS or Iron Will), Pain Resonance is still very good (and got a little buff due to more Gen Regression) and other Slowdown-Perks can be used.

    You don't even need to do any of that with regard to noed, you literally just need to remember where any totems you see are, then double check them after the last gen pops to see if they're lit. You can legitimately passively build up a counterplay strategy just by having eyeballs. Use a map and you dont even have to remember where they are... Hell sometimes it lights up a totem right next to the last gen that was being worked on, which actually rewards not wasting time on the totem and just doing the gen instead. If you apply more tactics against it you might learn to hate the perk less, or at the very least be willing to admit when you could have prevented it from rolling you.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029827#Comment_3029827

    I get that. The only thing that is just pissing me of is that, while I still dont think that Killers deserve Kills in Endgame just because there is nothing else they can do, that DS did not get buffed (in its Anti-Tunneling aspects) at all while being deactivated in Endgame. In fact, it got nerfed and gets replaced with Off the Record.

    Which might also get nerfed - while camping already got buffed.

    And as you mention lose/lose-Situations - yet NOED is still allowed to exist. And NOED is a lose/lose-Situation for Survivors. Cleanse Totems? Great, you probably dont even make it to Endgame in the first place! Dont cleanse Totems? Here, have your skillless Instadown and Speedboost.

    A lot of the killer side feels the same about how the gen defense perks got treated... with how hamfisted Pop's nerf was, you'd think they would at least be more lax about the time restriction which was made worse with the justification of giving the killer too much time to use it, right? Now its both a ton weaker, AND still requires you to sacrifice chases to use half the time.

    Why you would call Noed lose/lose is beyond me, when not only can it be prevented from even happening, it can be disabled after it is, AND they're now removing more of the skill requirement from disabling it with the expanding aura for it. Not a good hill to die on with that one imo.

    Personally I don't think camping got buffed, but i do certainly think it got incetivized more, instead of less. Killers need reasons to go straight for a gen after a hook, and they were hit both in knowing which gen to go for as well as what to do when they get there. The extra base gen progress required isn't enough to offset that, nor is instant progress just small enough to offset the required animation, so i agree that camping will go up, but not necessarily because its stronger.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029805#Comment_3029805

    Well to be fair if someone played more skillful than another player or "outplayed" them wouldn't that mean they deserve the down?

    I get what you're going with on the whole entitled thing and it is true, but it was a tad exaggerated.

    If you are hooked next to or within decent range of an exit gate, and it gets powered, you get not only the first hit and subsequent speed boost from the BT, but if they catch up and get a second hit as well you now have the entirety of DS' remaining timer to crawl out as the killer can do nothing to stop you. If they pick you up, you DS them and escape during the stun... and this is all assuming nobody else bodyblocks any of these hits. That scenario is the one people complain about with these perks causing problems endgame, it requires zero skill itself while preventing any possibility of counterplay simultaneously.

    Does it always play out like that? no. there are times where it wouldn't matter whether it was endgame or not, the interaction would be the same as otherwise. It does, however, make a nice big field of immunity radiating out of the exit gates (with its size dependant on the killer's tools,) which is a problem.

    Easy solution? make it so that once entering the exit gate area, all endurance/DS/etc effects are removed. Can let everything work the same as it does now regarding endgame, just that one change would make the last second the most dangerous one, rather than the guaranteed escape.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029799#Comment_3029799

    Yes, the game does not end at this point.

    Yet people want Perks to stop working at this point. Why should a Perk which is not limited by any duration (like Corrupt Intervention or Lethal Pursuer) or occurrence (like Hexes or Boons) suddenly stop working? Because the Killer is annoyed?

    As Killer you will have even more time now to kill all 4 Survivors before Endgame. If this does not work out, you might have lost. Accept it. And dont think that you deserve some Endgame-Kills, just because you play the Killer Role and deserve some belly rubs.

    Perks should be disabled from making lose/lose scenarios that can carry a large risk with either outcome. Thats part of the reason perks get made into hexes/boons or why they have situational conditions. Have you seen what happens if you want to teleport to a locker next to a hooked survivor as dredge? all of them in a radius from the hook are blocked off, because that would be annoying to survivors be completely unfair and have no counterplay. The BT/DS endgame combo was absolutely an oversight, as is replacing it with another version of basically the same.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029771#Comment_3029771

    I mean, I have to agree that accessibility is a really poor topic when it comes to BHVR. And quite embarrasing in some aspects.

    However, while they are slow in changing those things, at least they react when they make accessibility worse (like with the Spine Chill-Change).

    Have you seen the interior of the large house on the new map? you might as well close your eyes on either side trying to go through it.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029761#Comment_3029761

    Why do you think you deserve an escape in Endgame as survivor? You got hit, meaning you failed.

    "You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill."

    So if you didn't 4k by end game you failed in the match? Really?

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029774#Comment_3029774

    "Why do you think you deserve an escape in Endgame as survivor?" You dont deserve it.

    And for me, once all Gens are done, I lost as a Killer. I know that Killers like to point out that stuff like NOED exists and that the game is not over. But why should Survivor Perks disable when the game is not over?

    Why does anyone think they're entitled to anything in this game? The problem with the DS/BT combo before in endgame was that it created a lose/lose situation with absolutely zero counterplay in a high stakes environment where each interaction is supposed to be high risk/high reward. Thats absolutely bad design, regardless of which side it affects. Just like bubba being able to hit a bt'd unhooked survivor twice in the same chainsaw rev before they can escape, similar "you don't get to play" situation, which was probably no small part of the base 5 sec BT also giving haste as well. One feels a bit more fixed than the other, which is why people are trying to bring attention to it now rather than later.

  • pardon me for being skeptical, but I honestly really do hope thats the case and I hope the results are helpful for those affected.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029687#Comment_3029687

    The change is purely down to accessibility.

    Spine Chill will still be as we described in the Dev Update -however, there will be a visual indicator of the Terror Radius on the perk (hopefully in time for Live release). This is not a permanent solution, and we are looking into other accessibility options.

    Can we get any of the other accessibility changes that people have been requesting for years?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029687#Comment_3029687

    Accessibility was actually brought up with the change:

    https://twitter.com/Deafgirl_gaming/status/1539769851912273921

    Personally, I think a Perk is pointless when it only activates when the Killer has line of sight to the Survivor. Because at this point, the Killer knows where the Survivor is (so no point in hiding anymore) and the Survivor will also see the Killer (so no reason to use the Perk).

    I also dont think that looking away is a difficult counter. You dont even need to look to the side, looking a bit to one side is enough to counter it and if the Survivor REALLY relies on Spine Chill, they will get hit (or even grabbed). The big issue was Myers and Ghostface, because their powers require them to look at the Survivor.

    With making it based on Terror Radius, this is basically solved for Ghostface and Myers in Tier 1. (Tier 2 probably as well, since his TR is so small)

    I mean, there's absolutely no consistency when there have been topics about important issues like epilepsy getting completely ignored so that flashlight macros wouldn't be addressed, and they didn't even do the bare minimum of an epilepsy warning screen after it was brought up. The large number of sound bugs that have existed for months over the years making audio tracking near impossible. FoV options for motionsick. If it actually influenced their decision then that's commendable, but the silence on the topic of accessability has always been pretty stark, even with the lackluster colorblind mode.

    The LoS situation is just as awkward as the "having to approach at between a 45-90 degree angle" so as to avoid triggering it without getting any way of even knowing if anyone even has it. The perk itself is just kinda bad design with how the game currently works, honestly. Especially when Premonition is similar in its design, but more restricted. And this is from someone who uses the perk all the time for free information in solo que, its a very strong perk and the originally proposed changes would have removed half of what I use it for.

  • upstairs opening the secret invisible chest. I've "seen" it there multiple times but only because i see the prompt when running past it. The lighting in that house is absolutely horrendous and not in a good way. Oh, and you can see its not during nightfall either, just absolutely awful dynamic lights.

  • clear as day.png

    I dunno, I think they've captured the visual clarity of old dbd just fine with the new map

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029591#Comment_3029591

    Yes.

    I dont think that the Nerf is needed at all. As I said, at max the Vault Speed.

    But I am happy that they changed it back on Terror Radius to make it an option for people who have problems with hearing. This is important. Obviously they can do more (like a visual Terror Radius/Chase Indicator like on mobile), but at least they did not make it worse for people who relied on Spine Chill because of hearing problems.

    Yeah i'm gonna go ahead and say this was done because the change was pissing off survivor players and not because of accessibility. There's a mountain of issues in that department that get routinely ignored for both sides. It even goes directly counter to their reasoning for wanting to change the perk, its awkward counterplay.

  • @HectorBrando said:

    The Survivor Meta change I dont know what will be, of the Meta perks all but DH and BT got demolished, most of them are unusable, like Red Herring level of unusable.

    The supposed buffed perks to spice up the meta only Off The Record and Lightweight got buffed, the rest are not enough to be useful or are direct nerfs.

    • Calm Spirit got nerfed masively, it was bad before now its an active hindrance to your team, you want hexes cleansed ASAP and nobody cleanses with the Killer around because odds are he will be able to see you anyway.
    • Sole Survivor still garbage and still promotes letting people die, its only use is for escaping through the gates during EGC but by that point is better to just get Left Behind and aim for Hatch.
    • Saboteur minor buff which acomplishes nothing, if you run it now and go for a sabo you are going to sabo the hook where the Killer is going, doesnt matter if its scourge or not, it will be the same, nobody presabos the hooks, they just wait until the Killer is close and breaks them, plus nobody sabos with the perk, sabo builds are done with toolboxes.
    • Bothany got buffed but its just a 13% increase, We'll Make It still trounces it.
    • Lucky Break got a minor buff, still you are going to run out of use and replenishing it is not going to be easy plus it collides with Lightweight.
    • Pharmacy still garbage.
    • Distortion got a minor buff, problem with this perk is except BBQ the stuff that consumes charges eats them very fast, Ive been playing with lately and things like Undying or Darkness Revealed can eat your charges before the Killer gets its second hook, having to stay around the Killer out of chase for 30 seconds is too much to make it worthwhile.
    • Deja Vu still garbage.
    • No One Left Behind still superniche and Solos are going to skidoodle anyway (which is the smart think tho).
    • Dark Sense got changed, its change is... I dont know it looks bad but Ill give it the benefit of the doubt (the Killer entering 24 meters of you and showing its aura its only good if you are in Lerys or The Game, if you are in normal maps you will see him by that time anyway).
    • Hope same problem that No One Left Behind.
    • Tenacity doesnt work if the Killer doesnt slug and he will notice you have it so he will know you are up to something so you are most definitely getting hooked.
    • Overzealous still garbage, if the Killer doesnt bring a Hex you dont get to use it and if you cleanse a regular totem for the effect you are essentially hurting the team which is even worse since now gens are slower, plus one hit and you lose it.
    • WGLF it was bad before, it still bad.

    A lot of the survivor perk buffs are useless in solo, but exploitable in swf. same as it ever was.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010566#Comment_3010566

    Double standards in action once again.

    The average performance of players in any game is the result of game balance. If it is broken, you will complain about your teammates. Otherwise we can apply it to SWF too. if you lsoe against SWF, complain about yourself being a bad killer, don't blame it on game design.

    I'll tell you a secret. If game balance for soloQ will be fixed, the average soloQ survivor performance will "magically" rise.

    So what happens when game balance is designed around one side being inefficient and unskilled? You create a hierarchy of outcomes in which said side will have extremely disporportionate success if they do not have those flaws. The problem becomes exacerbated due to the egos of all 5 players involved, and how they interact.

    Not saying expecting a 4k every game is good either, but any arguments about balance being used to justify the current direction is a bit of a joke tbh.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006320#Comment_3006320

    I don't get it.. why only dbd is it where people care about an fov slider on killer to where people would set it to max. No other games community had that problem.

    This community is built around "how do i exploit x" more than anything, so it's not too much of a surprise. Just read through people's takes on balance and it becomes pretty apparent.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006477#Comment_3006477

    As much as I have avocated for accesibility FOV in dbd grants a very big advantage compared to FOV in other games, tell me any reason why if implemented any survivor player wont up it to max to be able to see over loops and avoid mindgames.

    Because high FoV can cause mostion sickness in people just as easily as low FoV can, which is why its generally a slider and not just a "min/max" toggle. Also if being able to see over loops like they did with stretched rez was an issue, they can fix it the same way and prevent it from overscanning vertical angles it shouldn't be able to. They could even actually design loops properly to prevent the issue. wild, i know.

  • @Akumakaji said:

    I am the wrench in the machine. When I see some other survivor 99% the gate and leaves, I step up and finish the deed. The thing is, blood warden isn't really prelevent, its a once in a hundred games kinda perk. And whatever risky maneuver you try to pull off, 2mins (or 4min if the killer is camping the hook) is plenty of time.

    It always irked me a little that the end game colapse "isn't supposed to help the killer", but just a timer to end the game, but so be it. It also irks me that survivors can be so brave in the gate and pull off all kind of tricks, like crawling heal escort, but I guess a lot of survivors get off to this kind of things. But I would really, really wish that the killer had a bit of some way of evening the odds during the end game. NOED comes to mind, but thats universally hated by many. How about everyone is exposed in the gate zone and when you get downed you got a 5s stund on the ground where you stood. This would instantly solve a lot of grieving and curb the BMing.

    Good survivors 99% the gates so that they have infinite time to hook trade everybody out for a 4E. BT and DS make this scenario hilariously survivor sided, as does anything that speeds up healing. A lot of survivors aren't good survivors though, and just do it "because good players do" and you end up with stuff like this. Opening a 99'd gate is either punishing good players or trying to help bad players.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/328945/if-your-gonna-let-the-last-survivor-live-farm-bloodpoints-with-everyone

    https://us.v-cdn.net/6030815/uploads/6FK2XBFBKJ88/20220617171455-1.jpg

    https://us.v-cdn.net/6030815/uploads/Z5Z9ENUALCUI/20220617171528-1.jpg

    Let someone go? You're a bad guy for not letting more people go.

    Don't let anyone go? You're a bad guy for not letting one person go.

    Let more people go? You're a bad guy for not killing everyone and 'babying' survivors.

    Why should killers try to be nice at all, if they are going to be abused no matter what they do?

    https://forum.deadbydaylight.com/en/discussion/comment/3006365#Comment_3006365

    See above.

    It's frigging impossible to make survivors happy right now, as no matter what you do someone is going to get upset about it.

    I think stuff like this is why I stopped playing killer entirely, its just tons of stress while constantly getting BMed and then stuff like this in post game chat no matter how you play. It honestly borders on subjecting yourself to abuse most of the time, the only thing that makes it worth doing is if you actually have fun despite all of that, otherwise you're just setting yourself up for punishment.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006653#Comment_3006653

    Like the FoV debate, it's a balance issue. Except this one I don't think should be customizable.

    Both should be customizable, since both cause issues for players. Using balance as an excuse to not accommodate accessibility is a joke when this game actively unbalances things on purpose regularly for less. Auditory agnosia/APD is a thing, some people are very sensitive to sounds masking one another. Then again considering how the colorblind issues were handled, im sure the overall volume slider that controls all audio channels for the game is enough right

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